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remove deprecated UniformsUtils.clone

aardgoose 8 年之前
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04de50de76

+ 4 - 4
examples/js/postprocessing/AdaptiveToneMappingPass.js

@@ -24,7 +24,7 @@ THREE.AdaptiveToneMappingPass = function ( adaptive, resolution ) {
 
 
 	var copyShader = THREE.CopyShader;
 	var copyShader = THREE.CopyShader;
 
 
-	this.copyUniforms = THREE.UniformsUtils.clone( copyShader.uniforms );
+	this.copyUniforms = Object.assign( {}, copyShader.uniforms );
 
 
 	this.materialCopy = new THREE.ShaderMaterial( {
 	this.materialCopy = new THREE.ShaderMaterial( {
 
 
@@ -41,7 +41,7 @@ THREE.AdaptiveToneMappingPass = function ( adaptive, resolution ) {
 
 
 	this.materialLuminance = new THREE.ShaderMaterial( {
 	this.materialLuminance = new THREE.ShaderMaterial( {
 
 
-		uniforms: THREE.UniformsUtils.clone( THREE.LuminosityShader.uniforms ),
+		uniforms: Object.assign( {}, THREE.LuminosityShader.uniforms ),
 		vertexShader: THREE.LuminosityShader.vertexShader,
 		vertexShader: THREE.LuminosityShader.vertexShader,
 		fragmentShader: THREE.LuminosityShader.fragmentShader,
 		fragmentShader: THREE.LuminosityShader.fragmentShader,
 		blending: THREE.NoBlending
 		blending: THREE.NoBlending
@@ -97,7 +97,7 @@ THREE.AdaptiveToneMappingPass = function ( adaptive, resolution ) {
 
 
 	this.materialAdaptiveLum = new THREE.ShaderMaterial( {
 	this.materialAdaptiveLum = new THREE.ShaderMaterial( {
 
 
-		uniforms: THREE.UniformsUtils.clone( this.adaptLuminanceShader.uniforms ),
+		uniforms: Object.assign( {}, this.adaptLuminanceShader.uniforms ),
 		vertexShader: this.adaptLuminanceShader.vertexShader,
 		vertexShader: this.adaptLuminanceShader.vertexShader,
 		fragmentShader: this.adaptLuminanceShader.fragmentShader,
 		fragmentShader: this.adaptLuminanceShader.fragmentShader,
 		defines: this.adaptLuminanceShader.defines,
 		defines: this.adaptLuminanceShader.defines,
@@ -109,7 +109,7 @@ THREE.AdaptiveToneMappingPass = function ( adaptive, resolution ) {
 
 
 	this.materialToneMap = new THREE.ShaderMaterial( {
 	this.materialToneMap = new THREE.ShaderMaterial( {
 
 
-		uniforms: THREE.UniformsUtils.clone( THREE.ToneMapShader.uniforms ),
+		uniforms: Object.assign( {}, THREE.ToneMapShader.uniforms ),
 		vertexShader: THREE.ToneMapShader.vertexShader,
 		vertexShader: THREE.ToneMapShader.vertexShader,
 		fragmentShader: THREE.ToneMapShader.fragmentShader,
 		fragmentShader: THREE.ToneMapShader.fragmentShader,
 		blending: THREE.NoBlending
 		blending: THREE.NoBlending

+ 2 - 2
examples/js/postprocessing/BloomPass.js

@@ -25,7 +25,7 @@ THREE.BloomPass = function ( strength, kernelSize, sigma, resolution ) {
 
 
 	var copyShader = THREE.CopyShader;
 	var copyShader = THREE.CopyShader;
 
 
-	this.copyUniforms = THREE.UniformsUtils.clone( copyShader.uniforms );
+	this.copyUniforms = Object.assign( {}, copyShader.uniforms );
 
 
 	this.copyUniforms[ "opacity" ].value = strength;
 	this.copyUniforms[ "opacity" ].value = strength;
 
 
@@ -46,7 +46,7 @@ THREE.BloomPass = function ( strength, kernelSize, sigma, resolution ) {
 
 
 	var convolutionShader = THREE.ConvolutionShader;
 	var convolutionShader = THREE.ConvolutionShader;
 
 
-	this.convolutionUniforms = THREE.UniformsUtils.clone( convolutionShader.uniforms );
+	this.convolutionUniforms = Object.assign( {}, convolutionShader.uniforms );
 
 
 	this.convolutionUniforms[ "uImageIncrement" ].value = THREE.BloomPass.blurX;
 	this.convolutionUniforms[ "uImageIncrement" ].value = THREE.BloomPass.blurX;
 	this.convolutionUniforms[ "cKernel" ].value = THREE.ConvolutionShader.buildKernel( sigma );
 	this.convolutionUniforms[ "cKernel" ].value = THREE.ConvolutionShader.buildKernel( sigma );

+ 1 - 1
examples/js/postprocessing/ShaderPass.js

@@ -16,7 +16,7 @@ THREE.ShaderPass = function ( shader, textureID ) {
 
 
 	} else if ( shader ) {
 	} else if ( shader ) {
 
 
-		this.uniforms = THREE.UniformsUtils.clone( shader.uniforms );
+		this.uniforms = Object.assign( {}, shader.uniforms );
 
 
 		this.material = new THREE.ShaderMaterial( {
 		this.material = new THREE.ShaderMaterial( {